Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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The Rest of the Story
Black SS #8
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 3rd Royal Tank Regiment
Britain 4th "King's Own" Shopshire Light Infantry
Germany 9th SS "Hohenstaufen" Panzer Division
Display
Balance:



Overall balance chart for BlSS008
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-03
Start Time 07:15
Turn Count 16
Visibility Day
Counters 150
Net Morale 2
Net Initiative 1
Maps 2: 10, 27
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 168
AAR Bounty 165
Total Plays 1
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Beyond Normandy Counters
Black SS Base Game
Fall of France 1 Maps
Introduction

Due to concern over their exposed positions, the British spearheads had been ordered to stop their southward advance and dig in. Unfortunately, this fixed what had been a moving target for the Germans, leaving two British battalions to deal with the powerful Kampfgruppe Meyer.

Conclusion

British propaganda had a field day when a small mixed force under Major "Ned" Thornburn stopped Kampfgruppe Meyer at Les Grand Bonfaits. But the Germans simply bypassed that town and secured the more important objective of Presles to pursue hit-and-run tactics against a suddenly stationary enemy.

Additional Notes

Playable without using the black SS counters.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Britain Order of Battle
Army
  • Towed
Germany Order of Battle
Heer
  • Motorized
Schutzstaffel

Display Errata (7)

7 Errata Items
Overall balance chart for 847

The "Optional Values" for the Achilles---and by extension the Archer---given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity. These are:

8-5 / 8-8 Full Strength and 4-5 / 8-8 Reduced Strength.

(caryn on 2012 May 03)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 838

The "Optional Values" for the Firefly given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity. These are:

5-5 / 8-8 Full Strength and 3-5 / 8-8 Reduced Strength.

(caryn on 2012 May 03)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
Overall balance chart for 445

Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8.

(rerathbun on 2014 Feb 14)

Display AARs (2)

A big SS steamroller
Author campsawyer (Britain)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants vince hughes (AAR)
Play Date 2011-12-17
Language English
Scenario BlSS008

This was a scenario played via Skype with Vince Hughes over several sessions. An enjoyable scenario for one who likes to try to defend in a desperate situation as it is very difficult for the British. Two battalions must defend against four SS battalions with strong German armor support. The British have good OBA support and the chance of 3 aircraft attacks in the scenario and the victory conditions require the sides to get a much higher victory point level. The Germans have the numbers in all units, foot, armor and guns, but this also gives them the logistical challenge of keeping the units together.

As the British I knew I had to delay the Germans as long as I could on board 10 as there numbers would be overwhelming to the defenders. Setting up a reinforced company of RIFs/HMG's and ATs in the town and surrounding hills, they would rely on long range fire to slow the Germans as they slowly moved back trying to minimize casualties. Tharmoror of the 3rd Royal Tanks as well as the balance of the light infantry defended the hills and towns on board 27. The Germans just enter the board from the north.

The Germans moved on the board turn 1 and headed down toward the town. British fire was weak and the Germans were able to get units into position to fire on the town. Hitting the M3's first, they were able reduce the British firepower before they closed for assault. British OBA was able to score some kills while the Germans were moving, but there was mbehindeind them. A British Marauder was able to kill and disrupt the German mortars before they could on lineline to fire.

Quickly the Germans were able to closassaultssualt the units in the town. Without support many of the British needed to retreat, but some were destroyed by German fire. By turn 7 the Germans had the town on board 10 and the Brremnetsements were retreating, but blocking the panzers from advancing down the road.

As the Germans move forward they swept the British units back, which made it hard for them to conduct any mischief behind the German lines. One dug in group was able to hold out for a while, which allowed British artillery to hit the German reserves with some effect. Soon they were overwhelmed too.

Eventually the SS Panthers advances to contact the dugin Shermans on board 27. It the fight the British were able to knock out a Panther step but they lost three as well as an Achilles. This spelled the end for the British with the VP differential going over 16. In the end a German major victory.

In general a good scenario, but very hard for the British to stop an SS steamroller that crushes all that is infront of it.

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Hohenstaufen's Kampfgruppe Meyer Smashes into the Shropshire Regt
Author vince hughes (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants campsawyer (AAR)
Play Date 2011-12-17
Language English
Scenario BlSS008

This was played over Skype with Alan Sawyer and part of the on-going Hohenstaufen Normandy mini-series in Black SS. This has a for once in Normandy, strong German force attacking a British position with both sides required to inflict losses and control towns. It was now time for the 9th SS to dish-out some heavy punch with numbers behind them in a reversal of the usual for this period

Kampfgruppe Meyer, part of the 9th SS Hohenstaufen Division advanced towards Les Grand Bonfaits from the north. Ahead of them lay a single main road dissecting a large swath of French farmland and attendant fields. Around four battalions of SS Infantry supported by a mix of Panthers, StG’s and PzIV’s would attempt to take the town and they would be supported by adequate OBA and supporting mortars. About a kilometre beyond Les Bonfaits lay yet more town but this second part was located on high ground. The British commander placed a smallish force in Les Bonfaits with satellite strong-points around the area all supported by numerous M3’s and then his main force of consisting of armour on the higher ground beyond. For Meyer, though plenty of field to mask an advance lay ahead, he only had four hours to take his prize and of course, such ground slowed movement and once fired, troops in fields were prone to enemy counter-fire. All things to consider?

The attack was underway at 0715 hours and the Germans, if a little clogged up, did manage to push on about 500 yards in the first fifteen minutes. From there, incoming British fire and the dreaded aircraft began laying into the advancing forces. The aircraft in particular causing the Germans to fail to get their ample mortar capability going. When they finally did open fire, British OBA caused some casualties upon them and it was decided by Meyer that his mortars best be moved from the field area. Meanwhile, the vanguard of the German advance was pushing aggressively against the main road and making some ground. The Germans also ensured to deploy flanking forces in order to tie down the satellite strong-points though the German force due to ‘the fog of war’ was somewhat strung out. But the Shropshires now began to take casualties from German fire. In particular, their heavily armed but lightly armoured M3 half-tracks came in for some harsh treatment from the German panzers. SS troops were also pouring over British AT positions and battling against Tommy infantrymen.

After the first hour, some cracks were beginning to show in the British line. However, to the surprise of Meyer, the British also began to vacate Bonfaits and head to the high ground beyond. This was carried out in an orderly fashion and in slow-time too, making sure that they would fight every step along the way. Fortunately for the Germans, they managed to get a jump and surprise these retiring ‘Englanders’ and eventually got amongst the core of them that were holding up the road. Though few casualties were inflicted here by either side, it did disrupt the British cohesion and smoothness of movement. It also meant that whilst the British concentrated on regaining their equilibrium on the all-important highway, the Germans could also dispose of the dug-in satellite units elsewhere. The Germans were seeing the battle tilt their way as casualties were being applied upon the British far quicker than the attacking Germans. The British commander also did not release any of his reserve further back and they seemed intent on standing their position.

Around 0930 hours, Meyer decided to challenge the intransigent British reserve forces. He sent forward toward the British right flank, two platoons of Panthers with other accompanying but weaker armour close behind. The plan being to draw out a ‘shoot and reveal’ from the British Sherman tanks or indeed a retirement. The British knew they couldn’t just give up the ground and the three platoons of Shermans fired at the Panthers taking out two of them with the salvo (1 step). The Germans were now in a position to return fire and they instantly cut down half of the Shermans facing them. A supporting Achilles platoon was also destroyed. With this collapse of power, the British knew that the game was up and offered victory to Kampfgruppe Meyer. Losses were 21 British steps and 7 German steps. The British held 10 town hexes at the rear and the Germans 8 hexes of Bonfaits. Final points tally when doubling up for AFV steps and tallying the town hexes amounted to: British 28pts, German 43pts.

Maybe the British evacuated Bonfaits too early? Who knows? I know I was glad when he did so as I thought the fight there may have been a bit tricky. But then again, its always different in the opposite chair and each side sees the battle different. This was a decent scenario and a standard '3' rating for me. It was exactly what you'd expect from a PG scenario if you were looking for standard fayre. I certainly enjoyed having the Germans get a chance to stick a heavy boot into the British as most of this campaign has the Allies with the big numbers.

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